Solar Storm Rendering
jakubtomsu.github.io
jakubtomsu.github.io
One thing about the rendering, it seems to almost completely lack antialiasing; I'm not sure if this is because of higher dpi displays and worse eyesight becoming more common, but it's a big omission IMO.
I know that Sokol has WASM builds, but AFAIK Odin does not support it.
Could you say more about your choice both for the language and for Sokol.
For me Sokol seems to be a winner according to my preferences: minimal and widely cross-platform.
Odin seems to be more tailor made for gaming, which must be a general advantage for such a project. Odin is often grouped with Zig, but the latter seems to be more generic for example. I am interested in both projects, though inclined more towards Zig. I imagine if I would be more active with gamedev again I would pick Odin first.
Sokol is very nice indeed. I love it because it's so minimal, but it has all the features I need at the same time. Andre Weissflog (the author of Sokol) really knows what he's doing. I've written engines completely from scratch before, and also used high-level libraries like Raylib. IMO Sokol has something from both worlds. The "build your own engine on top" style really fits my style of making games
I think both Odin and Zig are good languages. But Zig is _far_ more complicated and ambitious project, and it's nowhere near finished. Odin on the other hand hasn't changed almost at all in the last 2-3 years, and the 1.0 is just a matter of polishing the compiler and writing an official spec.
Odin does everything I need from a C-like language really well, I don't think I'm going to switch to another language in the next couple years. But you're right it's more suited towards gamedev and graphics programming. If I was more worried about safety I might choose Zig...